Attacker (X1) starts with ball and carries the ball around cone, turning back trying to carry the ball under control through the dashed line back end of the grid.

Defender (O) starts as soon as X moves the ball, runs around cone and recovers to defensive position, tries to tackle X1 before he carries ball over line.

Once O tackles, he looks for outlet/release pass to X2 or X3.

VARIATIONS:

Switch sides (Defender recovers from the R side)

Change angle of cones that defender/attacker has to run around. Can also add in a condition: for example attacker has to dribble through a set of cones, and defender has to run out, do a push-up, and then recover.

COACHING POINTS:

DEFENDING:

O should run to get into recovery position as quickly as possible, but avoid over-running the play on recovery and allowing attacker to cut back and beat defender on opposite side.

Once in good defensive position, all 1-on-1 defensive principles apply.

ATTACKING:

Use speed to gain initial advantage. As defender is recovering, accelerate to try to get defender to overcommit, then cut across to try to eliminate on weak side.

EVALUATION:

DEFENDING: Coming out of the turn, defender needs to judge the most effective recovery line where he can pressure as high up in the space as possible without getting eliminated. Avoid dropping back too conservatively and allowing attacker to run through, but also avoid going straight to the ball and getting beaten.

ATTACKING: Player should be able to carry the ball at full speed out ahead of body, and turn tightly around the cone under control, with vision up to see where the defensive recovery line is.

PROGRESSION:

LTT: Adjust the cone distances so the ball carrier does not have as far to run, and make it a simple race to get over the line. This will show players that the player without the ball is faster than the player with the ball.

TTW/TTC: Make a specific area on the dashed line for the attacker to possess through (this big space will be too easy).